So I've often spoken of how LU is shaping up to be a deadlier version of 5e, and now that we are seeing some of the mechanics come out, I really like how LU mechanics breathes a lot of fresh life into some old monsters.
The two keys to the puzzle are:
1) Double Crits: A critical hit = Double the rolled damage. This makes crits both straight up stronger, but also swingier (you don't roll the damage twice, you double the rolled damage).
2) Massive Damage: Damage = 20 + 3x character level triggers a Con 15 save or die (if the damage lowers you to 0 hp). On a success you take 1 fatigue + 1 strife.
So take for example the Hill Giant, a CR 5 often considered "underperforming" for their CR. While the Hill Giant can in theory do a lot of damage in O5e, it tends to be easily disposed of.
But now, an average crit from a Hill Giant Club does 37 damage. A 5th level character has a massive death threshold of 35....and so on average a Hill giant crit will trigger a DC 15 con save or die. At worst you're paste. At best, your taking 1 fatigue and 1 strife. Now we have seen possible crit mitigators, for example there was a mechanc in the playtest to sacrifice a shield to negate a hit. You can bet players are going to consider those mechanics when such a crit comes down.... and that's an encounter no one is going to forget.
Or look at the innocent Black Pudding. Its average crit does 49 damage, enough to trigger a check for a 9th level character (and could even get a 10th-11th level with just a slightly above average roll).
So yeah single target monsters are suddenly a whole lot scarier than they were before, even if you don't take any of the new monster manual improvements. I eagerly await my deadlier overlords
The two keys to the puzzle are:
1) Double Crits: A critical hit = Double the rolled damage. This makes crits both straight up stronger, but also swingier (you don't roll the damage twice, you double the rolled damage).
2) Massive Damage: Damage = 20 + 3x character level triggers a Con 15 save or die (if the damage lowers you to 0 hp). On a success you take 1 fatigue + 1 strife.
So take for example the Hill Giant, a CR 5 often considered "underperforming" for their CR. While the Hill Giant can in theory do a lot of damage in O5e, it tends to be easily disposed of.
But now, an average crit from a Hill Giant Club does 37 damage. A 5th level character has a massive death threshold of 35....and so on average a Hill giant crit will trigger a DC 15 con save or die. At worst you're paste. At best, your taking 1 fatigue and 1 strife. Now we have seen possible crit mitigators, for example there was a mechanc in the playtest to sacrifice a shield to negate a hit. You can bet players are going to consider those mechanics when such a crit comes down.... and that's an encounter no one is going to forget.
Or look at the innocent Black Pudding. Its average crit does 49 damage, enough to trigger a check for a 9th level character (and could even get a 10th-11th level with just a slightly above average roll).
So yeah single target monsters are suddenly a whole lot scarier than they were before, even if you don't take any of the new monster manual improvements. I eagerly await my deadlier overlords

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